What is Realms of Magic?

Realms of Magic is a 2D sandbox roleplaying indie game set in a classic western fantasy universe. Immerse yourself in the game’s compelling single player mode or dive into the diverse multiplayer mode.
Realms of Magic combines the best aspects from a multitude of genres, boasting the lively setting and character development of an RPG, alongside the creative freedom of a sandbox game, with the twitch based movement and combat from an action platformer to city building and management from strategy games.
The main idea behind this game is to give the player free rein over the creation of the world and character; the only boundary in this game is your imagination.
The inspiration behind the game comes from a mixture of Skyrim and Dwarf Fortress, presented in a Terraria-like sandbox.


Game setting

Realms of Magic universe has everything you could expect from a fantasy setting: dwarves, elves and orcs battling one another; undead, demons and dragons ravaging villages and cities; mythical monsters guarding ancient ruins full of gold and magic items.
Life isn’t easy in the Realms. Common people live in harsh, deprived conditions, their lives are often cut short due to the perilous nature of their work. Nobles, rich merchants and kings, live in luxury, exploiting the common people for power and wealth. Thievery, murder and corruption run rife in the realms, slave trade is demanded and legal in most regions.
Our universe is inspired by many other great universes like Tolkien’s Middle-earth, D&D’s Forgotten Realms, Warcraft, Elder Scrolls and Game of Thrones.

Do whatever you want

The main goal of Realms of Magic is to let you the player do anything you could possibly desire in a fantasy game.
Fight for good and become a hero or play mercilessly as a villain. Become an adventurer, be a man of the people, protect the commoners from bandits. And why not delve into the crypts and ruins to find out what treasures await.
Should you want to be purely evil, play as a necromancer, create enormous armies of the undead ready to strike at your whim. This game offers you the experience you want in a game, an experience you can control and change instantly based on how you want to play.
If you wish, you may even live the life of the everyday hard working commoner.


Character development

There is no class system in RoM. Instead there are skill trees such as Archery, Dual Wield, Light Armor, Frost or Demonology. This system fully allows the player to tailor their skills to their particular needs.
Do you want to be a heavy armored battlemage who uses a huge two-handed axe when enemies get too close? Maybe you want to play as a sneaky rogue using psychic magic to control his opponents? Or would you like to create an unarmed and unarmoured monk who utilizes martial arts and mobility to overcome challenges? Realms of Magic provides you with a wide range of tools in terms of gameplay and character customisation.
With about 30 skill trees there are thousands of possible character combinations, but that’s not all. Every tree contains dozens of different perks, adding another layer of customisation to your character.


Create and manage your city

Building and managing your own city is one of the core features of our game. You can create your own settlement from a variety of resources, or simply take over an existing one and claim it as your own. 
Tired of chopping down trees or mining for ores? No problem! Just simply recruit some miners and woodcutters and they will do it for you, whilst you continue on with your adventures; however, they won’t work for free, in exchange for their service you need to provide them with food or pay them. Over time you can build a self-sufficient settlement and employ more advanced NPC’s, such as enchanters and alchemists.
However, players beware. The richer and more prosperous you town is, the more tempting of a target it is for enemies. So, ready yourself, hire some guards, build fortifications and prepare for enemy invasions.


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Blog post #3

omadan 2017-10-03 14:16:32

Hi Guys!

I just want to drop a few lines to let you all know what's happening in our studio. For the major part of September we've been really busy, so there was no time for writing new updates. However, it paid off and we got two amazing pieces of news for you.

First of all, we are taking part in PGA, which stands for Poznań Game Arena, the biggest gaming event in Poland. We will have our own stand where you will have the chance to play our game for the first time! Go and check their website and get your entry tickets right away! http://www.gamearena.pl/en/

The second news is even more thrilling. We are finally getting Realms of Magic ready for Early Access. It will still take us two weeks more than we planned, but it's worth the effort. We hope that 8th October 2017 will be the final date of our release, so be ready when this time comes. Stay tuned for our PGA update!

Blog post #2

Zakharn 2017-09-04 13:45:26


In this update we will go over what we are planning to do before release. Similar to the last two updates, we will split it into two parts, this week we will focus on programming and next week we will talk about design.

Manwe has three tasks planned. The first one is improving Artificial Intelligence which consists of two parts. The first part of AI improvements is movement - we need to teach NPCs how to use platforms, open doors, jump when necessary and stop falling from the cliffs. The second part is teaching them how to better use combat skills and spells. After working on AI he will move to cave generation. Kurigalzu already implemented basic cave generation system, but we still need to improve some things like generation of cave entrances and interior generation - placing objects, creatures and NPCs. The last task is the one he is currently working on - optimization. He already rewritten lighting which lowered GPU usage and right now he will focus on optimizing CPU.

Vermox will be working mostly on GUI. Currently he is working on three parts of the interface related to combat: talents window, spellbook and the action bar. In talents window you are able to spend talents points in one of the several skill trees. After you learn new skills or spells they will appear in the spellbook, from which you will be able to move these skills/spells to the action bar in order to use them in combat. When combat related GUI is finished he will move to the last big part of the interface, the world map window, which will allow you to explore the world by travelling to different locations. After that, all that will be left to do are small tweaks to professions, Modder and GUI.

Kurigalzu is working on the combat system. We already have talent system and core mechanics for three skill trees: One-handed, Mobility and Defense. Right now he is finalizing these skill trees by integrating them with GUI and animations. After that he will implement Fire and Frost skill trees. We would also like to implement Archery skill tree but we are currently not sure if we will implement it in time before release. Except for talent related tasks he will be also working on implementing new creatures and their special attacks.

That’s all for today, see you next week!0 comments

Blog post #1

Zakharn 2017-08-28 15:51:42


Last week we talked about what our programmers have done recently and this week we will focus on what was the rest of our team doing.

Let’s begin with mechanics and content design. Me (Zakharn) and Ansambel have finished designing every major feature and majority of content that will be present in the first release version of Realms of Magic. The only big feature related to mechanics design is combat system. We already have very solid basics, however given the very dynamic nature of combat, it’s something that’s very hard to do right on a paper. We are going through as much combat system iterations as possible to make sure it’s fun and satisfying. We expect that the final result will be very different from the initial design we’ve created.

Another thing me and Ansambel have done is implementation of content. Every item in the game has many different variables that define what it is and how it behaves, for example its texture and icon, its value, crafting recipe, interactive behaviour (doors for example need an animation) and much more. Currently we have about one thousand items used in the game, and also another thousand that aren’t used anywhere in the game yet but are already implemented in the game’s files. Some time ago files containing items data became too messy due to their number, so we decided to reimplement every item from scratch in a way that will keep them organized in the future. Fortunately, we were able to do it quite fast thanks to Modder - program created by Vermox that allows us to implement content in timely and efficient manner.

Omadan was mostly working on quests and NPCs’ dialogue. So here is what we currently have:
1. Random quests - They are simple quests that are randomly generated. They may not be the most exciting part of the game but they will fill the world and will always give the player something to do. Right now we have about 50 of them.
2. Handmade quests - These quests are more interesting as every one of them is written individually and is connected to specific places and NPCs. We’ve started work on them very recently and we will spend most of Omadan’s time until release on them.
3. Guild quests - Currently we have quests for Sellswords, a guild that recruits, well, sellswords. We also have quests written for the Temple, however we will release them some time after initial launch because they were made on older version of quest and dialogue system and will need to be ported to the new system.
4. Random encounters - These are NPCs you will meet when traveling in wilderness, outside of towns and villages. Right now we have over 30 random encounter NPCs with something interesting to say.
5. NPCs’ dialogues - Every NPC living in a city or a village has a written dialogue. Currently we have dialogues for about 100 NPCs.

Depczyk, our level designer and SFX artist, has been mostly working on sound effects. He managed to create SFXs for pretty much everything we currently have in the game, including interface, movement, items, combat and creatures. We will still need new sound effects for the content and features we are now working on but majority of sound related work is done. When it comes to level design, we finished work on basic design and are now focused on producing handmade locations. We already have created one village and are now wrapping up work on the first big city.

Piotrek, our pixel artist, has been working on many different things: interface, character and creature animations, new city tileset, new items for existing tilesets, clutter items, weapons, plants and more. Most of his work is already done, we are now wrapping up smaller things we have left and will soon move to polishing and improving what we already have.

Several updates ago we mentioned that we were figuring out legal stuff related to working with a composer. The good news is that we’ve already finished that, and what’s better, we already have the music composed and produced! During initial launch we will feature 30 minutes of Davi Vasc’s awesome music. You can check him out on his website: vascmusic.com

That’s all this week. In the next update we will discuss what we still have to do before release. See you then!0 comments